XCOM 2
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Even More Maps!
   
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35.501 MB
14 Haz 2016 @ 11:46
30 Nis 2018 @ 14:22
36 Değişiklik Notu ( görüntüle )

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Even More Maps!

McDenny's 09 tarafından 1 koleksiyonda
Even More Maps
3 öğe
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This mod adds, currently, five edited parcels and 11 PCPs from the base game and 32 new plots. I plan to later add more parcel and PCP edits and originally built plots, parcels and PCPs.

**PLEASE REPORT ANY MAP ERRORS**

Parcels:
Advent Recruitment Edit - A large parcel with a separate office area and more places for turrets to spawn

Cabin Edit - A large parcel with a small building added across from the default cabin and more areas for XCOM to spawn

Rowhomes edit - A medium parcel with two small buildings. One with an overhanging balcony over a store's back entrance with a relay objective on the roof and another one with a separate room leading to the 2nd floor entrance with a relay objective on the second floor

Storefront edit - A small parcel with denser washing machines, so it now actually seems like a laundromat

Shopping Center edit - A large parcel with a skybridge linking two buildings

Plots:
Plazas: A medium objective City Center plot with two rows of buildings and a "no man's land" of 1/2 cover plazas & parks between

Rivers: A large objective Wilderness plot with winding rivers that take a considerable portion of the play area

Downtown: A medium objective Town plot with a semi-dense retail sector

Downtown_2&3: A medium objective Town plot with a dense retail sector

Avenue: A large objective Slums plot, with an avenue running down the center

Cliff: A large objective Wilderness plot with a massive expanse of wilderness between XCOM and their objective

Fork: A medium objective slums plot with a "fork" in the road

Facility: A large objective wilderness plot taking place within an ADVENT facility, complete with perimeter fence

Plazas_2: A large objective City Center plot with a large plaza surrounding the objective parcel

Garth: Completely unsure of what it's supposed to be. I just put a line in my .ini to activate it. Seems to be a plot to demostrate something to Garth

Highway: A shanty plot taking place on a highway. ADVENT has cut off the residents of a Resistance haven while they were trying ot evacuate

Suburb: A narrow, medium objective, town plot, taking place in a dense suburban environment

Suburb_2: A wide, medium objective, town plot, taking place in an open suburban environment, with houses being sperated by picketed fences

Suburb_3: A narrower version of Suburb_2

Narrow: A very narrow and short medium objective, town plot with a single road hugging an edge and a forest hugging the other

Narrow_2: A commerical parcel version of Narrow

S: A medium objective, city center plot with winding 'S-Bend' roads

A: A large objective, city center plot, with roads forming an 'A' around the parcels

H: A large objective, city center plot, with roads forming a 'H' around the parcels

Plaza_3: A City Center plot, meant to show off EMP

Highway_2: A shanty plot, with a highway that overlooks a small shanty

Highway_3: A shanty plot, with a highway that overlooks a small shanty and a river

Wind: A shanty plot, with a winding set of cliffs that open up into a resistance haven

Hike: A large objective wilderness plot, take a hike!

Transit: A medium objective slums plot, with two overpasses between XCOM and their objective

Transit_2: An alternate version of Transit

Transit_3: A medium objective slums plot, two spacious roadways seperate XCOM and their objective

Twn_Fork: A small town version of Fork

Dense_2: A large objective slums plot, a dense group of buildings oulined by roads

Crater: A large objective wilderness plot, with the objective parcel, either a UFO or the Psi-Gate located within a large "crater"

Hike_2: Alternate version of Hike
________________________________________________________________________________________

Manual Download: http://xcom2.smods.ru/archives/1050
Popüler Tartışmalar Tümünü Görüntüle (2)
5
6 Ara 2016 @ 14:24
Possible bug?
Phantom
0
9 Tem 2017 @ 17:46
Can you check this crash log
루시퍼
222 Yorum
smashinyt 19 Tem 2023 @ 7:20 
the mod was released before wotc so it isnt compatible
Fishbones 26 Haz 2023 @ 19:42 
I have a pretty good computer, however, when I have a mission like this on Long war of the chosen, I have to avoid it as I'll load for like... 15 minutes. Is there something I'm doing wrong?
UselessGoddess69 7 Nis 2020 @ 3:32 
Does this mod work with LWotC (Long War of the Chosen)?
prokolyo 23 Mar 2019 @ 20:48 
I guess I have to finish the mission with the messed up map first and then edit them out?
prokolyo 23 Mar 2019 @ 20:35 
I also have the issue with not being able to jump over low cover on transit 2 map. I put the ; in front of all "transit" lines, and this is the result: https://steamproxy.com/sharedfiles/filedetails/?id=1692203150
Anatorax 15 Kas 2018 @ 6:35 
Gotcha. Thank you!
McDenny's 09  [yaratıcı] 14 Kas 2018 @ 22:01 
Narrow and Narrow_2 would be the ones. Commenting them out will make sure they don't show again
Anatorax 14 Kas 2018 @ 20:47 
@McDenny's 09: Man, thanks for the maps but I have one question.

Does your map pack include very narrow long maps with suburbs? I just encountered two maps where they were so narrow that a soldier could sprint from one end to the other. And, of course, there is no way to maneuver around the pods. It was the most unfun thing I ever played. Could you please tell me which parcel (or plots?) these are and how I could turn them off? From reading the description it looks like it's "Suburb" and "Narrow". Do I just comment them out in the .ini file?
Uzhirian 11 Ağu 2018 @ 20:04 
Yeah ive done that already, just thought id let you know. Thanks
McDenny's 09  [yaratıcı] 11 Ağu 2018 @ 12:29 
You can disable it by opening the mods XcomParcels.ini and replace the '+' next to the lines that reference Transit with a ';'